Wow good luck with those issues. Maybe... - make sure your cubemaps are at least 16 units away from all surfaces (i do 64 myself) - change all your hdr light values to -1 -1 -1 -1 I doubt this will solve the issues, but they're a start.
Lazy z1ooom Its "O" shaped like canyon with some "hills" with refs like canyon and a bridge like slaughter on the east middle and a resource cap flag on every side
If you do that you will have almost no ambient light. I set my ambient light to a very hight color thats why I had colored shadows.
I have pictures! I took the time to photoshop this so hear me out. I'm giving props for making such a detailed map with such high fps. Optimization complaints pervade this forum, but this map doesn't seem to have attracted any. First, are you sure you want the map to be so big? With so much ground to cover no one has time to explore the buildings you made. It's not an easy fix, I know, but maybe if you could somehow squish the map a bit (maybe shave at least 1024 units off each of the four sides) the map would improve game play. But again, I know that's not always a possibility this late into the dev cycle. Of course, that's why you should do playtests before you do all your displacement and detail work. (I should probably take my own advice. I've had to redo my map way more times than anyone ever should.) As for specific issues: This seems to be a bug with a lot of 2.2 maps, but maybe there's a different water texture available that looks a little more natural. But to be honest, I don't see why you have water on this map at all. On the two playtests we did today this was how both comms got griefed. And also, isn't this on Mars or something? How much water is there? This texture seems to reflect too much. Is it possible to make your red and green custom textures luminous? Barring that, maybe you could at least put a green light source here? There seems to be a cloud texture behind the orange texture, and, depending on how I move my mouse, one shows or the other. It's difficult to capture the effect in a screenshot, but maybe someone else has seen this before too. I don't know if this has something to do with my other skybox issues, but the sky is showing through this building and causing all other kinds of anomolies. I don't know, maybe they are peeing. Oh, and map names... emp_terraform emp_outpost emp_lostcity
ok, thx for the comment. The map is so high so the commander can move without problems. I hope that the bridge and the dam will be the 2 "natural" chokepoints of the map after players are used to it. The buildings let people do something instead of just "waiting at the chokepoint" at least i hope it will be like that. the water texture gets changed in the next version to a more transparent one. Maybee thats enough so people dont drive the comm in it. The water is there to create a chokepoint. The light will be darker in the next version so I guess the texture will not reflect that much. I dont have any clue if and how to make self glowing textures. If I would do it with light props I guess the immense amount of those lights will be to much for the compiler. The clouds, its the skybox I will change it. The sky that looks through the buildings. Parts of the black building are 3Dskybox. That means it is drawn behind the actuall map. You cant see it as player, only the commander will notice it. Yellow shadows, its the ambient light fault I will change it.
I would suggest moving the start positions to central top and central bottom, just to encourage people into the power plant to start with.
yeah i thought about it maybee... EDIT: version2 has: more yellow/red light fixed shadows more plain terrian so its easier to drop buildings transparent water nf and be start in the top north centre and the bottom south centre
Oh I forgot another suggestion. Right now you're using desert camo, but in an effort to be as nitpicky as possible, I was wondering if you considered just using the standard fatigues. With desert camo you can barely see anyone against the terrain. Plus, the standard fatigues also gives it a more futuristic/outerspace feel. Glad you found some of my pics and earlier comments helpful. About the map size - I didn't mean to lower the skybox - I meant to shrink the overall playing area (so I should have said: shave 1024 units off the east, west, north, and south). But that's more of a judgement call, and with playtesting maybe it won't matter. P.S. Image Shack seems to have lost some pics and they're not showing up in my previous post. Sorry if that post was more confusing because of it. I re upped the pics so take a look if you want.
im with flounder on this one. remove the water for luminous textures.. it isnt source, but in 1.6 you add the name of a texture to a lights.rad file with a r,g,b,L value to make a texture emit light